Abstract 228: Comparing a Virtual Reality Mobile App vs. a Standard Mobile App for CPR Training
Introduction: Virtual Reality (VR) via a mobile platform has the ability to heighten realism for CPR training. Whether training with VR compared with a standard mobile application (mApp) would improve CPR quality and response is unknown. Objectives: We sought to test whether a VR mApp would confer improved CPR skills compared with an existing CPR training on a standard mApp. Methods: Using a VR viewer combined with a smartphone for multisensory immersion, we created a VR CPR training mApp based on our established CPR mApp (Figure 1); both included Hands-only CPR instruction. Subjects were randomized to our intervention arm (VR mApp) or our control arm (mApp). Subjects in the VR mApp arm underwent CPR training and were able to interact with avatar bystanders, “perform” CPR via VR viewer click button, and acquire an AED. The standard mApp arm underwent our established CPR training, but did not have the VR immersion. We collected bystander response data (Call 911, Perform CPR, Ask for an AED), along with CPR quality during a 3-min post-intervention scenario. Results: Between 3/2018 and 5/2018, 38 subjects were enrolled: 19 VR mApp and 19 mApp. Mean age was 45±15 yrs, 34% were female, and 32% were currently CPR trained. In total, 70% called 911, 97% performed CPR, and 41% asked for an AED. Mean chest compression (CC) rate was 102±40 compressions per minute (cpm), depth was 40±13 mm. When comparing the VR mApp arm to the mApp arm, mean CC rate was 102±48 cpm vs 102±33 cpm, and mean CC depth was 40±13 mm vs 40±13 mm, respectively. The percentage of bystander response was higher in the VR mApp arm compared with the standard mApp arm: calling 911 (88% vs 52%), asking for an AED (55% vs 26%) (Figure 2). Conclusion: In our study comparing a VR mApp versus a standard mApp for CPR training, CPR quality did not differ but a trend toward increased bystander response was found in the VR mApp arm. Further studies will need to be powered to detect difference using immersive VR trainings and their effect on bystander response.